| ▲ | mattbee 16 hours ago | ||||||||||||||||
My initiation into shaders was porting some graphics code from OpenGL on Windows to PS5 and Xbox, and (for your NDA and devkit fees) they give you some very nice debuggers on both platforms. But yes, when you're stumbling around a black screen, tooling is everything. Porting bits of shader code between syntaxes is the easy bit. Can you get better tooling on Windows if you stick to DirectX rather than OpenGL? | |||||||||||||||||
| ▲ | pjmlp 7 hours ago | parent | next [-] | ||||||||||||||||
Yes, Pix. https://devblogs.microsoft.com/pix/ This is yet another problem with Khronos APIs, expecting each vendor comes up with a debugger, some do, some don't. At least nowadays there is RenderDoc. On the Web after a decade, it is still pixel debugging, or trying to reproduce the bug on a native APIs, because why bother with such devtools. | |||||||||||||||||
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| ▲ | mitchellh 15 hours ago | parent | prev [-] | ||||||||||||||||
> Can you get better tooling on Windows if you stick to DirectX rather than OpenGL? My app doesn't currently support Windows. My plane was to use the full DirectX suite when I get there and go straight to D3D and friends. I lack experience at all on Windows so I'd love if someone who knows both macOS and Windows could compare GPU debugging! | |||||||||||||||||
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